Mines and related stuff

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Lynx Shafir
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Mines and related stuff

Post by Lynx Shafir » Thu Jul 11, 2019 3:51 pm

Mines

[]

Function - trains money currier tipe units
Costly 8 - 10 action with basic rate
Has 1 capacity, and should not burn?
Dosnt counts for factory limit
Each Tc allows 1 mine

Buildable on rocky terrain (may with tech : 'prospectology'unlocks building on plain too)
Constructed by miner unit
-3 cost, can mend any structure and to build tunnels


Miner

Carts -works as money courier
Speeds up production
Stats
....
Speed 2(can enter wagons)


1 Think either works as auxiliary training way - random each 4 cost or 1-5 cost with different values
For start a gold and a silver cart
Even a gem cart
With 5 or lower chance what gives some gems. :)
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Lynx Shafir
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Re: Mines and related stuff

Post by Lynx Shafir » Thu Jul 11, 2019 3:57 pm

I'll fill the blank parts later

Here's some img
Mine,

Think this rocky design fits best for current mountains,

And 2 carts
Attachments
gold mine lvl2 .png
gold mine lvl2 .png (1.49 KiB) Viewed 476 times
silver carts 1.png
silver carts 1.png (2.31 KiB) Viewed 476 times
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makazuwr32
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Re: Mines and related stuff

Post by makazuwr32 » Fri Jul 12, 2019 4:17 am

I only think mineshaft must act as regular factory, not as separate building type.

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Lynx Shafir
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Re: Mines and related stuff

Post by Lynx Shafir » Fri Jul 12, 2019 6:12 am

Coal cart - speeds up blacksmith only
(may advancement center too)

Sacrifice next to building...
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Lynx Shafir
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Re: Mines and related stuff

Post by Lynx Shafir » Wed Sep 04, 2019 10:43 am

Some more img
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mining spot lvl 1.png
mining spot lvl 1.png (1.93 KiB) Viewed 351 times
gem n coal cart 2.png
Shiny
gem n coal cart 2.png (2.81 KiB) Viewed 351 times
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Endru1241
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Re: Mines and related stuff

Post by Endru1241 » Wed Sep 04, 2019 4:53 pm

Money courier like is okay, but not gem cart - even with super low chance as you can have as many mines as space, players would leave one AI barely alive, fill map with mines and farm. Boring.
And could discourage from normal playing some players who needs gems.

Stratego (dev)
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Re: Mines and related stuff

Post by Stratego (dev) » Wed Sep 04, 2019 5:47 pm

somewhere i made a susggestion of a building that can beb built next to ally tc to share techs and maybe production or something.
what if use this building and cart to do that?

in AOK there was a "market" and "caravan" units to carry gold here and there and that was an extra gold resource - i thought of a similar.

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makazuwr32
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Re: Mines and related stuff

Post by makazuwr32 » Wed Sep 04, 2019 6:00 pm

Goldmine is planned building for dwarves so for aof no.

Stratego (dev)
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Re: Mines and related stuff

Post by Stratego (dev) » Wed Sep 04, 2019 6:15 pm

i have nowhere saw dwarves lol :)
at least in topic title should be if there is not separate category

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Lynx Shafir
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Re: Mines and related stuff

Post by Lynx Shafir » Thu Sep 05, 2019 3:18 pm

Stratego (dev) wrote:
Wed Sep 04, 2019 5:47 pm
somewhere i made a susggestion of a building that can beb built next to ally tc to share techs and maybe production or something.
what if use this building and cart to do that?
This is a mine, built on Mountainsand produces "random" money courier.

For "trading" either market or alliance Hall fits best both from logic and logistic view
Carts may get a role there thouh..
Money courier like is okay, but not gem cart - even with super low chance as you can have as many mines as space, players would leave one AI barely alive, fill map with mines and farm. Boring.
And could discourage from normal playing some players who need gems
It's build on mountains
I think still fun to keep if has low chances.
If you really one to accumulate gems from this (1-2 per cart with 5%)you need to grind whole day,for some, better play camping maps. Lol
But if you get one eventually it's a nice encouragement,for those don't playing online games . and need lille more gems.
Those who like campaigns won't renunce playing em
I see no problem here

What do you think @Stratego (dev)?
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Stratego (dev)
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Re: Mines and related stuff

Post by Stratego (dev) » Thu Sep 05, 2019 3:47 pm

sorry but there must be misunderstanding: no building should give gems ever.

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Lynx Shafir
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Re: Mines and related stuff

Post by Lynx Shafir » Fri Sep 06, 2019 8:24 am

Fine than.
It will be the best booster than

Miner
Attachments
32 unit miner.png
32 unit miner.png (1.25 KiB) Viewed 306 times
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Endru1241
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Re: Mines and related stuff

Post by Endru1241 » Fri Sep 06, 2019 11:04 am

Idea - why not make it build by normal worker?
Miner could be added as map editor unit.
It seems such a waste to train unit only for building mines - in exchange we could increase build time a little (lower construction bonus).
Besides - worker is specialized in building structures, but miner is more related to mining - so he should not be building mines, but work at them systematically.

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Lynx Shafir
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Re: Mines and related stuff

Post by Lynx Shafir » Fri Sep 06, 2019 1:34 pm

You know "building " a mine means digging tunnels what exactly this unit does.

BTW it will be able to build actual tunnels,
And water - trenches (if implement so)too.


I want workers not able to do so, this way you need to invest a bit , not just using your left over workers anywhere.like in case of catapults.

If I update first post all will be clearer
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